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- added wrappers, part 6
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76b733b80d
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4 changed files with 19 additions and 12 deletions
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@ -1513,6 +1513,8 @@ struct SECTOR_OBJECT
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void set_int_i_last_ang(int i) { __i_last_ang = i; }
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void set_int_i_spin_ang(int i) { __i_spin_ang = i; }
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void set_int_i_ang(int i) { __i_ang = i; }
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void set_int_i_ang_tgt(int i) { __i_ang_tgt = i; }
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void set_int_i_ang_moving(int i) { __i_ang_moving = i; }
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int16_t clipbox_num,
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@ -163,7 +163,7 @@ short DoSOevent(short match, short state)
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vel_adj = -SP_TAG7(me_act);
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}
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sop->__i_spin_speed += spin_adj;
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sop->set_int_i_spin_speed(sop->int_i_spin_speed() + spin_adj);
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if (TEST_BOOL1(me_act))
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sop->vel_tgt += vel_adj;
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@ -1663,7 +1663,7 @@ int OperateSprite(DSWActor* actor, short player_is_operating)
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sop = &SectorObject[so_num];
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sop->__i_ang_tgt = NORM_ANGLE(sop->int_i_ang_tgt() + 512);
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sop->set_int_i_ang_tgt(NORM_ANGLE(sop->int_i_ang_tgt() + 512));
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PlaySound(DIGI_BIGSWITCH, actor, v3df_none);
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@ -950,9 +950,9 @@ void SetupSectorObject(sectortype* sectp, short tag)
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sop->turn_speed = 4;
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sop->floor_loz = -9999999;
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sop->floor_hiz = 9999999;
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sop->__i_ang_tgt = 0;
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sop->set_int_i_ang_tgt(0);
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sop->set_int_i_ang(0);
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sop->__i_ang_moving = 0;
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sop->set_int_i_ang_moving(0);
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sop->op_main_sector = nullptr;
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sop->ram_damage = 0;
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sop->max_damage = -9999;
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@ -1203,7 +1203,7 @@ void SetupSectorObject(sectortype* sectp, short tag)
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break;
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case SO_ANGLE:
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sop->set_int_i_ang(actor->int_ang());
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sop->__i_ang_moving = actor->int_ang();
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sop->set_int_i_ang_moving(actor->int_ang());
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sop->__i_ang_orig = sop->int_i_ang();
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sop->set_int_i_last_ang(sop->int_i_ang());
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sop->set_int_i_spin_ang(0);
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@ -1388,7 +1388,8 @@ void PlaceSectorObjectsOnTracks(void)
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sop->set_int_i_ang(getangle((tpoint + sop->point)->pos - sop->pmid));
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sop->__i_ang_moving = sop->__i_ang_tgt = sop->int_i_ang();
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sop->set_int_i_ang_tgt(sop->int_i_ang());
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sop->set_int_i_ang_moving(sop->int_i_ang_tgt());
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}
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}
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@ -1817,7 +1818,7 @@ void RefreshPoints(SECTOR_OBJECT* sop, const DVector2& move, bool dynamic)
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}
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}
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if (sop->__i_spin_speed)
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if (sop->int_i_spin_speed())
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{
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// same as below - ignore the objects angle
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// last_ang is the last true angle before SO started spinning
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@ -2182,7 +2183,10 @@ DVector2 DoTrack(SECTOR_OBJECT* sop, short locktics)
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// calculate an angle to the target
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if (sop->vel)
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sop->__i_ang_moving = sop->__i_ang_tgt = getangle(tpoint->pos - sop->pmid);
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{
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sop->set_int_i_ang_tgt(getangle(tpoint->pos - sop->pmid));
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sop->set_int_i_ang_moving(sop->int_i_ang_tgt());
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}
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// NOTE: Jittery ride - try new value out here
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// NOTE: Put a loop around this (locktics) to make it more acuruate
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@ -2202,7 +2206,7 @@ DVector2 DoTrack(SECTOR_OBJECT* sop, short locktics)
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break;
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case TRACK_SPIN:
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if (sop->__i_spin_speed)
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if (sop->int_i_spin_speed())
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break;
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sop->set_int_i_spin_speed(tpoint->tag_high);
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@ -2442,7 +2446,8 @@ DVector2 DoTrack(SECTOR_OBJECT* sop, short locktics)
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sop->target_dist = (sop->pmid.XY() - tpoint->pos.XY()).Length();
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// calculate a new angle to the target
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sop->__i_ang_moving = sop->__i_ang_tgt = getangle(tpoint->pos - sop->pmid);
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sop->set_int_i_ang_tgt(getangle(tpoint->pos - sop->pmid));
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sop->set_int_i_ang_moving(sop->int_i_ang_tgt());
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if ((sop->flags & SOBJ_ZDIFF_MODE))
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{
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@ -2539,7 +2544,7 @@ void OperateSectorObjectForTics(SECTOR_OBJECT* sop, short newang, const DVector2
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GlobSpeedSO = nullAngle;
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//sop->ang_tgt = newang;
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sop->__i_ang_moving = newang;
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sop->set_int_i_ang_moving(newang);
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sop->set_int_i_spin_ang(0);
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sop->set_int_i_ang(newang);
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@ -2722,7 +2727,7 @@ void DoAutoTurretObject(SECTOR_OBJECT* sop)
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}
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}
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sop->__i_ang_tgt = getangle(actor->user.targetActor->spr.pos - sop->pmid);
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sop->set_int_i_ang_tgt(getangle(actor->user.targetActor->spr.pos - sop->pmid));
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// get delta to target angle
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delta_ang = getincangle(sop->int_i_ang(), sop->int_i_ang_tgt());
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